I always thought that the stock fizzle fade looked a bit like venetian blinds opening across one plane - so I added another plane!

At the bottom of shaders/common/torque.hlsl:

/// Called from the visibility feature to do screen/// door transparency for fading of objects.void fizzle(float2 vpos, float visibility){ // NOTE: The magic values below are what give us // the nice even pattern during the fizzle. // // These values can be changed to get different // patterns... some better than others. // // Horizontal Blinds - { vpos.x, 0.916, vpos.y, 0 } // Vertical Lines - { vpos.x, 12.9898, vpos.y, 78.233 } // // I'm sure there are many more patterns here to // discover for different effects.

Obviously this is dx only (I've not done any messing around with openGL) so if someone else wants to fiddle with shaders/common/gl/torque.glsl feel free to knock yourself out. Having a quick look it has some comments about creating patterns.

/// Called from the visibility feature to do screen/// door transparency for fading of objects.void fizzle(vec2 vpos, float visibility){ // NOTE: The magic values below are what give us // the nice even pattern during the fizzle. // // These values can be changed to get different // patterns... some better than others. // // Horizontal Blinds - { vpos.x, 0.916, vpos.y, 0 } // Vertical Lines - { vpos.x, 12.9898, vpos.y, 78.233 } // // I'm sure there are many more patterns here to // discover for different effects.